Spiffy:

Iffy:

It's not the prettiest game in the world.

Few could have predicted just how big Zipper Interactive's SOCOM: US Navy SEALs would become. As one of the initial online PS2 games, SOCOM quickly pulled away from the pack and became the PS2's first true online hit. Its third edition just came out this week, and has already set new a record for simultaneous online users (47,000!). So, a portable version seems like a no-brainer, and Sony and Zipper are just about ready to deliver. Thankfully, SOCOM: US Navy SEALs Fireteam Bravo looks like an excellent new entry in the series.

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Fireteam Bravo's story occurs alongside that of the PS2's SOCOM 3, in theaters like Morocco, South Asia, Poland, and (the PSP-exclusive) Chile. The single-player features are robust, with 14 full-featured missions (you can expect mission lengths equivalent to SOCOM or SOCOM II) and several difficulty levels. One of the few noticeable gameplay downgrades is that you'll only have one teammate instead of three, but he's quite capable at defusing bombs and performing other mission objectives while you cover his six.

Another big change for the PSP comes in the controls. Since the PSP has fewer buttons, the PS2's version's control scheme had to be compressed to fit. Zipper's come up with a good system where the analog stick walks and turns while the L trigger acts as a strafe modifier. The R trigger activates an enemy lock-on, which serves as the basis for Fireteam Bravo's gunplay. Locking onto an enemy puts them in your sights. However, you'll have a hard time hitting them if you're moving at the same time. Standing still or going prone will go a long way toward improving your soldier's shooting accuracy. There's also a manual aim mode that will be more appropriate for things like sniper rifles, but the lock-on system seems to work great for normal moment-to-moment action. It helps compensate for the PSP's controls without making the game too easy.

Fireteam Bravo is a portable game, and it's nice to see the developers acknowledge this with the "instant action" mode. Instant action lets you play any previously completed campaign mission with one of five rule sets (stuff like hostage rescue, stealth sabotage, and sweep 'n clear) with a randomized set of enemies. So, you can get your SOCOM on in 10 minutes or less, just long enough to last the bus ride or whatnot. This should be a welcome addition.

Finally, the most innovative new single-player bit is called "crosstalk," which refers to the ability to share data with the PS2's SOCOM 3 via a USB cable. Objectives accomplished in one game will affect the other. For example, say you rescue an informant in Fireteam Bravo. Send his info to the PS2 and you might, for example, be able access a previously inaccessible door that gives you an easier route though a hostile area. Both games will have lots of these nifty yet optional objectives. Using crosstalk will also let you unlock new multiplayer character skins and weapons in both games.